tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_LINEAR);
// We only bother checking that the middle pixel is still correct,
- // and that symmetry holds.
- EXPECT_FLOAT_EQ(1.0, out_data[7 * (size * 3) + 7]);
+ // and that symmetry holds. Note that the middle weight in practice
+ // becomes something like 0.99999 due to the normalization
+ // (some supposedly zero weights become 1e-6 or so), and then after
+ // squaring, the error compounds. Ironically, less texture precision
+ // here will give a more accurate result, since the weight can get
+ // rounded towards 1.0.
+ EXPECT_NEAR(1.0, out_data[7 * (size * 3) + 7], 1e-3);
for (unsigned y = 0; y < size * 3; ++y) {
for (unsigned x = 0; x < size * 3; ++x) {
EXPECT_NEAR(out_data[y * (size * 3) + x], out_data[(size * 3 - y - 1) * (size * 3) + x], 1e-6);